Qhimm.com Forums

Final Fantasy 8 => FF8 Tools => Topic started by: Maki on 2016-07-18 09:51:33

Title: [PSX/PC] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-07-18 09:51:33
(https://s19.postimg.org/hav1ctrdf/logo.png)


Rinoa's Toolset is a Final Fantasy VIII modding, ripping and analyzing software. Program has a built-in 3D renderer, support for many file formats, manual ripper and additional minor analyzing tools. Rinoa's toolset is currently the only program that can view full 3D textured geometry model for Battle Stages, World Map Vehicles, geometry for World map segments, geometry for G.Fs stages and items used in animation, also comes with train track visualizer. I'm happy to introduce you program in which I put all my skills and experience, that first github commit was dated in August 2015. I really wish this software would be handy and comfortable. Finally, I would like to thanks everyone that supported me, especially Halfer and Kaspar01. Have fun!

(https://s19.postimg.org/yndrh8edv/stretch.jpg)
Full list of features
Features - 3D

    Battle Stages + original texture mixing to get texture 1:1 as in-game
    World Map vehicles
    World Map segments
    World Map train track visualizer
    World Map train track editor
    Guardian Forces environment objects
    MCH support (chara.one files) *only static T-pose!

Features - Other

    English dialogs decoding from raw files
    Searcher for development paths inside FF8
    Namedic.bin editor
    LZSS decompressor
    Archive extractor
    Wm2field editor
    Movie unpacker
    TIM support
    TEX support
    World map interactive region editor
    World map encounters editor
    World map draw points editor
    Magic+GFs texture support

Battle Stage support features

    View in real-time 3D any Battle Stage
    Hide and inspect segments
    View UV layout on texture!
    Directly modify vertices with real-time preview
    Convert segments to single OBJ file!
    Get final rendered texture as in game [mixing textures with original algorithm]
    Convert OBJ model to FFVIII ! [Alpha]


@Built-in renderer is powered with custom modified SharpGL

Download


github page: https://github.com/MaKiPL/FF8-Rinoa-s-Toolset
Binary release: https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/latest

Requires .NET Framework 4.0


(https://www.paypal.com/en_US/i/btn/btn_donateCC_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=SQQZSBLSTQJQU)
At the end,
I wish to ask you for any donation. This will motivate me for further and more excessive work on FFVIII research and tools creation. I won't stop anyway.



Thank you kindly, feel free to contact me, ask me anything. Report bugs either here or on github and... Have a nice day!  :wink:
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: alexfilth on 2016-07-18 10:23:02
Nice work Maki.  ;D
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Aavock on 2016-07-19 00:24:12
Awesome work Maki, cheers!
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Zervox on 2016-07-19 08:26:23
Just had to donate for this, really awesome work. : )
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Maki on 2016-07-19 12:52:11
Just had to donate for this, really awesome work. : )

Whoah, thanks! :O

Any special requests? What you'd like to see?
What about interactive in-game editor for rail or battle stages?  :D
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Halfer on 2016-07-19 13:43:26
This is awesome! ;)

Any special requests? What you'd like to see?
What about interactive in-game editor for rail or battle stages?  :D

If you are going to do editor for battle stages, I would like to see UV editor on your textures because the feature that you can see UV faces on top of texture was really cool! And of course vertex editor in OpenGL would be cool but I, if someone, know that it's easier said than done! :D Good work nonetheless !
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Xinlus on 2016-07-19 17:50:27
Awesome work!
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Zervox on 2016-07-19 20:57:32
battle stage editor sounds really cool, I also like Halfers idea(unless it is already in there somewhere?). :)
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Maki on 2016-07-21 12:56:40
The art of assembly hacking..
https://my.pcloud.com/publink/show?code=XZ0fFuZKBBgUAjgaNyClGppFm6nEVRcJvL7

If you have ever programmed 3D camera, then FF8 uses simple as WorldTransform Vector3 and LookAt-target Vector3.
Sky rotation is sint16.
Everything here is based on X, -Z, Y axis system.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Mcindus on 2016-07-22 20:57:24
Wahoo!!! Now I don't have to go back/forth just to look at my new textures!
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: IzzacSturnburg on 2016-07-27 15:09:49
Woah! This is also a really impressive tool, This covers a big portion of the modding scene for sure. Can't wait til we accessibly get create a visual effects/animation for magic,limits,gf's.

This tool is really really nice, thanks for the release Maki.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL - Ripping, editing, analyzing
Post by: Maki on 2016-10-10 18:05:32
1.1 UPDATE

(https://s19.postimg.org/5skpznswh/Bez_tytu_u.jpg)

-New files-
-Added namedic.bin editor!
-Added Archive tool (unpack any FS file) [also LZSSed compressed]
-Added LZSS decompressor!
-Added WM2FIELD.TBL editor
-Added FF8 Movie .pak unpacker to BINK
-Added all TIM texture support
-Added raw image drawing
-Added .TEX texture support

-New features-
-3D Viewer now supports mouse movement! Try it!

-Stability fixes-
-Rosetta Stone is now more stable and with HEX input
-Brand new text algorithm
-Fixed Rail editor saving error

DOWNLOAD:


https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.0.1.0

Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-10-23 11:40:46
1.1.2 UPDATE

-New files-
-Added wmset.Section2 support (World map regions)
-Added wmset.Section4 support (World map encounters)

(https://s19.postimg.org/5ras68r2r/Bez_tytu_u.jpg)
DOWNLOAD:


https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.1.2

Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Girl next door on 2016-10-23 21:07:08
Thanks, great job ! :)

But now I've got some trouble:

(http://image.noelshack.com/fichiers/2016/42/1477256500-capture.png)

(http://image.noelshack.com/fichiers/2016/42/1477256506-capture1.png)

I've selected on the world map the Centra region, your tool indicates that's it's the region 7. But when I look at the encounters, those are from Trabia region...

And another thing: the word map encounters editor don't seem to be able to edit some region right ? Like the Island closest to hell.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: volvania on 2016-10-24 15:58:02
time to donate for the love of modding thank u maki keep going please :wink:
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: volvania on 2016-10-24 21:42:32
maki , i have a question does changing the encounter number change the monster formations ? so in region 0 balamb we have this 512 something i change them all to 540 to see a difference but nothing seems to change how does it work and what does these numbers actually do


 
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-10-25 14:43:45
Sorry for late reply. :C

time to donate for the love of modding thank u maki keep going please :wink:

Thanks! :)
Any special requests?

maki , i have a question does changing the encounter number change the monster formations ? so in region 0 balamb we have this 512 something i change them all to 540 to see a difference but nothing seems to change how does it work and what does these numbers actually do

In this example, 512 is encounter ID. Here's the cheatsheet for encounters:
http://wiki.qhimm.com/view/FF8/Encounter_Codes
therefore:
ID Monster Location
512      2 Bite Bug      Balamb Plains

I've selected on the world map the Centra region, your tool indicates that's it's the region 7. But when I look at the encounters, those are from Trabia region...

Regions editor is 100% working, but talking about encounters editor - probably I did a mistake. I'll investigate it today. Thanks for reporting!

And another thing: the word map encounters editor don't seem to be able to edit some region right ? Like the Island closest to hell.
Just like above, probably my mistake. The maximum region in regions section is 19, but maximum region number in encounter editor is 14 or 15 AFAIR. I'll test some new cases and roll out an hotfix.


EDIT1:
Yep, I found the problem (it's strictly related to encounter editor):
(https://s19.postimg.org/5v4na191v/ONE.jpg)
(https://s19.postimg.org/tndylkb2p/TWO.jpg)

Summary: The only issue is just wrong regionID number in encounter editor. It looks like the encounters data is not 42 bytes per region. Looks like every region has it's own encounter size. Still don't know where's that number stored. I'm looking for it now.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: volvania on 2016-10-25 18:25:01
Maki Im sorry i need more explanation i have changed the encounter in id 512 which is region 10 i assume its not balamb plains but just to make sure also i changed the encounter number in region 0 which is balamb yet i always see the same vanilla encounters ? what am i doing wrong,
 
first i open wmset and unpack then modify then i repack then replace the wmset in ffviii using deling editor but nothing change it seems
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Girl next door on 2016-10-25 18:50:11
Try to use FF8AC, sometimes that doesn't work with Deling.

Thanks Maki, so I'll wait for the update. :)
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-10-25 19:12:50
first i open wmset and unpack then modify then i repack then replace the wmset in ffviii using deling editor but nothing change it seems

What is your Final Fantasy VIII language version? English? Do not change wmset.obj, but your language file, like wmsetus.obj or wmsetit.obj.
Also make sure to delete and then add file in Deling, as the Deling has a bug with 'replace' option that doesn't really replace the file.

Thanks Maki, so I'll wait for the update. :)

This is far more complicated than I though. It's not only based on region but also on ground type, therefore if you change balamb region to 8, then there may be no encounter data for balamb type-ground and no battle will happen... (except you will walk on beach, this one works) >_> The most vital here is wmset.section1. I think it works like this:

uint size,
uint*(size/4) entry

entry:
byte regionID
byte unknown?GroundType?
byte ESImultiply (see below)
byte UNUSED

ESImultiply:
Encounter from section2 is calculated from:
ECX + ESI * 8 (ESI is grabbed from section1) and ECX is random.


Clever Square, clever! :)
Okay, I have to parse section 1 and calculate all locations.

EDIT:
I've got full list parsed:
Code: [Select]
RegionID: 0 GroundID: 6 ESI: 0
RegionID: 0 GroundID: 4 ESI: 1
RegionID: 0 GroundID: 10 ESI: 2
RegionID: 0 GroundID: 27 ESI: 5
RegionID: 0 GroundID: 28 ESI: 4
RegionID: 0 GroundID: 24 ESI: 3
RegionID: 2 GroundID: 6 ESI: 6
RegionID: 2 GroundID: 7 ESI: 7
RegionID: 2 GroundID: 0 ESI: 8
RegionID: 2 GroundID: 10 ESI: 9
RegionID: 2 GroundID: 14 ESI: a
RegionID: 2 GroundID: 15 ESI: b
RegionID: 2 GroundID: 16 ESI: c
RegionID: 2 GroundID: 27 ESI: e
RegionID: 2 GroundID: 28 ESI: d
RegionID: 1 GroundID: 6 ESI: f
RegionID: 1 GroundID: 0 ESI: 10
RegionID: 1 GroundID: 10 ESI: 11
RegionID: 1 GroundID: 14 ESI: 12
RegionID: 1 GroundID: 15 ESI: 13
RegionID: 1 GroundID: 27 ESI: 15
RegionID: 1 GroundID: 28 ESI: 14
RegionID: 3 GroundID: 6 ESI: 16
RegionID: 3 GroundID: 7 ESI: 17
RegionID: 3 GroundID: 0 ESI: 18
RegionID: 3 GroundID: 14 ESI: 19
RegionID: 3 GroundID: 16 ESI: 1a
RegionID: 3 GroundID: 27 ESI: 1b
RegionID: 4 GroundID: 6 ESI: 1c
RegionID: 4 GroundID: 7 ESI: 1d
RegionID: 4 GroundID: 8 ESI: 20
RegionID: 4 GroundID: 10 ESI: 1e
RegionID: 4 GroundID: 14 ESI: 1f
RegionID: 4 GroundID: 15 ESI: 21
RegionID: 4 GroundID: 16 ESI: 22
RegionID: 4 GroundID: 27 ESI: 24
RegionID: 4 GroundID: 28 ESI: 23
RegionID: 6 GroundID: 6 ESI: 26
RegionID: 6 GroundID: 7 ESI: 27
RegionID: 6 GroundID: 10 ESI: 28
RegionID: 6 GroundID: 14 ESI: 29
RegionID: 6 GroundID: 15 ESI: 2a
RegionID: 6 GroundID: 16 ESI: 2b
RegionID: 9 GroundID: 9 ESI: 2c
RegionID: 9 GroundID: 7 ESI: 2d
RegionID: 9 GroundID: 10 ESI: 2e
RegionID: 9 GroundID: 17 ESI: 2f
RegionID: 8 GroundID: 9 ESI: 30
RegionID: 8 GroundID: 7 ESI: 34
RegionID: 8 GroundID: 5 ESI: 36
RegionID: 8 GroundID: 1 ESI: 31
RegionID: 8 GroundID: 10 ESI: 32
RegionID: 8 GroundID: 17 ESI: 33
RegionID: 8 GroundID: 16 ESI: 35
RegionID: 8 GroundID: 14 ESI: 38
RegionID: 7 GroundID: 10 ESI: 3b
RegionID: 7 GroundID: 7 ESI: 39
RegionID: 7 GroundID: 16 ESI: 3c
RegionID: 7 GroundID: 3 ESI: 3a
RegionID: 11 GroundID: 10 ESI: 3f
RegionID: 11 GroundID: 7 ESI: 3d
RegionID: 11 GroundID: 16 ESI: 40
RegionID: 11 GroundID: 18 ESI: 34
RegionID: 11 GroundID: 23 ESI: 35
RegionID: 11 GroundID: 14 ESI: 41
RegionID: 11 GroundID: 2 ESI: 3e
RegionID: 12 GroundID: 10 ESI: 46
RegionID: 12 GroundID: 8 ESI: 44
RegionID: 12 GroundID: 7 ESI: 43
RegionID: 12 GroundID: 3 ESI: 45
RegionID: 12 GroundID: 16 ESI: 47
RegionID: 13 GroundID: 7 ESI: 42
RegionID: 15 GroundID: 6 ESI: 48
RegionID: 15 GroundID: 15 ESI: 49
RegionID: 15 GroundID: 14 ESI: 4a
RegionID: 17 GroundID: 9 ESI: 4b
RegionID: 17 GroundID: 17 ESI: 4c
RegionID: 18 GroundID: 7 ESI: 4d
RegionID: 18 GroundID: 14 ESI: 41
RegionID: 18 GroundID: 0 ESI: 3e
RegionID: 14 GroundID: 7 ESI: 4e
RegionID: 14 GroundID: 8 ESI: 4f
RegionID: 19 GroundID: 6 ESI: 6
RegionID: 19 GroundID: 7 ESI: 17
RegionID: 19 GroundID: 8 ESI: 20
RegionID: 19 GroundID: 10 ESI: 9
RegionID: 19 GroundID: 14 ESI: a
RegionID: 19 GroundID: 15 ESI: b
RegionID: 19 GroundID: 16 ESI: c
RegionID: 19 GroundID: 27 ESI: 24
RegionID: 19 GroundID: 28 ESI: 23
RegionID: 10 GroundID: 14 ESI: 50
RegionID: 10 GroundID: 12 ESI: 52
RegionID: 10 GroundID: 7 ESI: 51
RegionID: 10 GroundID: 16 ESI: 53
RegionID: 10 GroundID: 25 ESI: 51

I'm sleepy. I'll roll out the fix tomorrow. Good night!
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Girl next door on 2016-10-26 05:04:57
So if I understand well, it will be possible to edit the encounters by sections ? I think about the great forest of Timber. Encounters are all the same in each part of the forest. That would be interesting if I could make a special encounter for one part of the forest. For example.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-10-26 12:01:38
1.1.2.1 UPDATE + HOTFIX b

-New features-
-Added ground type to World map encounter editor

-Stability fixes-
-Program automatically unpacks and handles files paths
-Fixed Encounter data mismatch on regions based on Section1 parsing
-Fixed 1.1.2.1 release bug




DOWNLOAD:


https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.1.2.2

So if I understand well, it will be possible to edit the encounters by sections ? I think about the great forest of Timber. Encounters are all the same in each part of the forest. That would be interesting if I could make a special encounter for one part of the forest. For example.

Ufortnuately not. Game detects where are you based on ground you're walking. If you wish to do the things you wrote, you'd need to edit world map and change portion of forest to another 'ground type', then add new section1 entry with region id and new forest id + multiplier for section4 and then add eight section4 encounters for this forest portion. It sounds difficult, but still possible (with world map editor coming soon by Halfer).
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Girl next door on 2016-10-26 17:47:03
OK, I'll wait for the new editor. Thanks for the update. :)
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Girl next door on 2016-10-27 03:07:50
Hum Maki... the encounter editor doesn't seem to work. When I try to change something, I always have that whatever I do:

(http://image.noelshack.com/fichiers/2016/43/1477537611-capture.png)

 :|
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-10-27 16:58:20
Hum Maki... the encounter editor doesn't seem to work. When I try to change something, I always have that whatever I do:

(http://image.noelshack.com/fichiers/2016/43/1477537611-capture.png)

 :|

damn, I'm so sorry (this is an extremely stupid error). Here's the fixed version:

https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.1.2.2

Again, sorry!

I edited also the update post so it directs to fixed version.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Girl next door on 2016-10-27 20:29:01
Thanks Maki, it works now. :)
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Hazedge on 2016-11-25 09:58:05
I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-11-25 12:44:52
I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.

main.fs/loop01.lzs up to loop14.lzs
The image is LZSS compressed. As far as Rinoa's Toolset can unpack LZSS and display raw images it can't recompress it back to LZSS.
Use a software by Myst6re to do this:
http://forums.qhimm.com/index.php?topic=15325.msg214413#msg214413

Quick look at the overture loop image:
It has header- (8 bytes)
int UNKNOWN
ushort width
ushort height
IMAGEDATA (RGBA) R-5 G-5 B-5 A-1 (maybe ARGB?)

TextureFinder example:
(https://s11.postimg.org/ywfpls60j/rxample.jpg)

Anyway: From your path it looks like this is from Tonberry dump. Look for "loop" or "name" names.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Mcindus on 2016-11-28 22:24:28
I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.

You are trying to edit the Tonberry images.  I'm currently working on re-creating the intro images myself (just a quick upscale), but I have to piece the images together from 6 separate images, upscale, and then cut them back into the six images to get the upscale to work correctly.  So far, I have recreated half of the intro images, and will get on adding the rest.  This will probably be an addition to SeeDReborn, but I might release it as a standalone mod, so people can have easier access to modding their own images.

To do this process on your own, you must:
a.  change the 'debug0' folder name to 'debug' in /tonberry (this will dump the textures into the '/nomatch' folder within '/debug')
[i believe you can also just enable debug mode within the prefs.txt file, but not 100% sure]
b.  play the entire game intro sequence
c.  exit the game (or alt-tab)
d.  rename the debug folder back to debug0  (to make sure you're not dumping textures anymore)
e.  find the bitmaps for the images in tonberry/debug0/nomatch - there should be 6 different 256x256 bitmaps for each title image.
f.  rename the bitmaps something like 'intro_img1_13, intro_img1_14, intro_img1_15, etc.'
(For each different group of six images, you should have a different naming convention. I currently use 'intro_images_sq_13, etc.' for the squall image, 'intro_images_qt_13, etc.' for the quistis, etc.  This way, as I'm organizing the folders, I have everything in the same 'in' base folder, and can have access to each image for modding easily)
g.  download 'berrymapper' from shunsq here:  http://forums.qhimm.com/index.php?topic=15668.0
h.  put the bitmaps in 'input' and run Berrymapper
i.  open the 'output' folder and rename the hashmap.csv file to something that represents your mod, adding the _hm suffix to the name. (currently, mine is named 'TitleScreens_hm.csv'
j.  place this new hashmap folder in 'tonberry/hashmap'
k.  upscale your images, or if you have your own, make sure your original image is 3072x2048 pixels, rgba color, and a .png
l.  slice the image into 6 1024x1024 images
j.  rename the six images the same names as your bitmaps from before (look at the original bitmaps to see how this is setup - usually the top half of the image are the first 3 textures from left to right, and the bottom half is the next 3 textures from left to right)
k.  create a 'in' folder (if that's what your naming convention starts with)
l.  within the 'in' folder, create your different folders for the different images.  Mine are 'intro_images_sq', 'intro_images_qt', 'intro_images_ze' etc.
m.  place your 6 images within each of the different folders that match the names

This should work beautifully.

I will also post this as a tonberry mod 'guide' for modders to get started with their own mods.

[note: you can also -not- name the textures individually, and instead name them something like 'introtitles_13', 'introtitles_14', etc. and just keep going like that for the entire mod.  This makes organization almost impossible, though - and it becomes very easy to mix up your textures]
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2016-12-12 08:27:13
1.2.6189 UPDATE

(https://s19.postimg.org/6h2ejnekz/mdl01_1_tim.jpg)

-New files-
-Added Magic/GF texture support
-Added MCH support *only Tpose/static* [requested feature]

-New features-
-World Map draw points editor [requested feature]
-World map region editor - groundID editor [requested feature]

-Stability fixes-
-Minor fixes

DOWNLOAD:


https://github.com/MaKiPL/FF8-Rinoa-s-Toolset/releases/tag/1.2.6189

Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: red_evilspirit on 2018-02-03 02:35:09
if you don't mind, Rinoa's Toolset use for what version (steam, pc, psx) of FF8?
Before use Rinoa's Toolset, should i unpack something?
Thanks.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2018-02-03 09:15:58
It highly depends on which tool you are going to use. Rinoa's toolset is a collection of tools. You can use this software for any FF version you have, but it supports unpacking only PC/Steam files. If you rip some file manually from psx, then it's going to support it.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: red_evilspirit on 2018-02-03 15:17:48
(https://i.imgur.com/DIz8sC4.png)

i can't see any 3d model :(
and do you know how to get animation of model?
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Mcindus on 2018-02-06 16:47:11
I'm having exactly the same issue.  No model appears in the previewer for me of balamb G... just a floating triangle in a sea of blackness.  I was still able to export the two separate .obj's that make up balamb and impor them into Quixel for some texture work, but I was wondering - Do you have documentation as to what files to grab, etc.?  I found Balamb garden and other vehicles, but all I really want is the original GF's ripped to .obj with UV's so that I can put the models into Quixel and use DDO to re-create the textures.  I'd also really like to do this to the character models, seeing as the magochocobo and other character swaps seem to have alignment issues.

I believe that ALL of the NPC models (and most likely enemies and bosses) all have a UV coding error, where the UV's don't line up properly.  Not sure if this was on original PSX or not, but I doubt it.  This may have been some kind of 'hackish' fix that the coders did to the PC version so that the linear filtering didn't cause weird seam glitches - OR - it's the issue inherent to DX9, where the texel information is incorrectly calculated and ends up being 2px off.  Is there a way to add the DX9 UV/Texel calculation fix to FF8's rendering shader?  I've got all of the coding resources anyone would need for that, but I have no idea how/where to inject the code because I don't do any coding at all.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2018-02-07 06:58:36
and do you know how to get animation of model?

wmset objects are non-animated. It only animates the translation+rotation of single object via engine.

I'm having exactly the same issue.  No model appears in the previewer for me of balamb G... just a floating triangle in a sea of blackness. 

Mhm... Does battle stage previewing work? Try to hit "Reset Camera" and get to Display>Textured
I tried to test the newest release on my computer at workplace but I only have battle stage model with me





I was wondering - Do you have documentation as to what files to grab, etc.?  I found Balamb garden and other vehicles, but all I really want is the original GF's ripped to .obj with UV's so that I can put the models into Quixel and use DDO to re-create the textures.

GFs are crap as hell. Some are in EXE, some are in battle.fs, some are in magic.fs; Rinoa's toolset is capable of exporting GFs environments (Like Alexander scene) + dumping geometry manually (for Shiva icespike). For GFs itself someone from here (I forgot the name, sorry!) made a script for transforming GF header into battle DAT file. You probably know that. I don't remember if they have UVs.
Another thing: Textures for GFs are also different. Some are normal TIM, some are weird shit (Rinoa's toolset GF>Special texture format>[choose one]).
At the weekend I'll rip all GFs for you.



Quixel and use DDO to re-create the textures.

Is this really that good? I was working so far with educational license of Substance Painter 2 and that's really amazing. Have you tried it? Is Quixel better?


This may have been some kind of 'hackish' fix that the coders did to the PC version so that the linear filtering didn't cause weird seam glitches - OR - it's the issue inherent to DX9, where the texel information is incorrectly calculated and ends up being 2px off.  Is there a way to add the DX9 UV/Texel calculation fix to FF8's rendering shader?  I've got all of the coding resources anyone would need for that, but I have no idea how/where to inject the code because I don't do any coding at all.

I'm still trying to lay my hands on DX buffer and shit. I've come really close, but it's still rubbish to me. I only know OpenGL so far, yesterday I checked how to draw primitive with DirectX, maybe I could reverse it from the other side- directly from DX calls.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Mcindus on 2018-02-08 03:07:36
Mhm... Does battle stage previewing work? Try to hit "Reset Camera" and get to Display>Textured
I tried to test the newest release on my computer at workplace but I only have battle stage model with me
I will have to give this a try :)  A bit too busy in SpeedTree right now, but I'll check later.

GFs are crap as hell. Some are in EXE, some are in battle.fs, some are in magic.fs; Rinoa's toolset is capable of exporting GFs environments (Like Alexander scene) + dumping geometry manually (for Shiva icespike). For GFs itself someone from here (I forgot the name, sorry!) made a script for transforming GF header into battle DAT file. You probably know that. I don't remember if they have UVs.
Another thing: Textures for GFs are also different. Some are normal TIM, some are weird strawberries (Rinoa's toolset GF>Special texture format>[choose one]).
At the weekend I'll rip all GFs for you.

Oh man, if you could get those together for me, you'd be my savior! It sounds like a huge pain in the ass, so I'm glad I just donated to you :D

Is this really that good? I was working so far with educational license of Substance Painter 2 and that's really amazing. Have you tried it? Is Quixel better?
I [email protected] LOVE SP2... but Quixel does a -few- things better, in my opinion, without ending up with the same exact look as everyone else.  SP2 is better for more 'cookie cutter' settings, etc. (but i'll be the first to admit that a lot of assets can use that kind of pass for ease of use).  I think Quixel and SP2 are just as powerful as each other, and in a perfect world - I would use them in conjunction.
I'm not an educator nor in school of any kind, so I don't have access to SP2 right now :(  BUT.. I'm kind of a monster in Quixel.

I'm still trying to lay my hands on DX buffer and strawberries. I've come really close, but it's still rubbish to me. I only know OpenGL so far, yesterday I checked how to draw primitive with DirectX, maybe I could reverse it from the other side- directly from DX calls.
Hm.  I know the texel fix documentation is somewhere around here... when I find it I'll PM you with the links.
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2018-02-10 09:19:35
Found the threads about G.Fs:

http://forums.qhimm.com/index.php?topic=15056.0
http://forums.qhimm.com/index.php?topic=17237.0

Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: Maki on 2018-02-10 11:30:30
(https://s19.postimg.org/8osqq34ub/Screenshot_1.png)
Yo! I heard you like to take a look at my look!
https://www.dropbox.com/s/fjngs26lflscicq/Ifrit.zip?dl=0


I really tried but couldn't break into renderer or find palette

PS> With the broken wiki I've lost all info about .DAT geometry
Title: Re: [FF8] Rinoa's Toolset - BS, WMSET, WMX, GF, RAIL, TIM, TEX, FMV, wm2field...
Post by: LeonhartGR on 2018-02-10 16:50:02
Oh noiiiiice!